we all know about the limitations of the built in terrain engine, but what can we still achieve using it? and how?
this is a thread about showing your terrains, landscapes and all the related stuff.
so just post some pictures, webplayer or whatever showing your efforts on working on natural environments.
i hope this will end up in a nice overview of what can already be achieved.
the terrain uses just 3 textures but all with bump maps assigned and a modified version of the ats terrain shader to reduce tiling artifacts especially on the rock texture.
grass is planted as mesh model – no billboards or simple quads. fern and blackberry are placed as game objects outside the terrain engine (to make them cast shadows) but are batched on rendering and culled at about 70 meters so they are pretty cheap to render.
These are some screenshots of the prototype forest scene I put together for my project.
This is an example of a 3rd person terrain where you are constrained and can’t look off into the distance - basically a diablo cam. This gives you more freedom to be heavier on the amount of content and you don’t need to worry as much about LOD and sweeping vistas - although I intend to try and do this with some kind of cliff scene at some point.
My philosophy with my project is to create smaller scenes (terrain) with denser detail and richer game content vs having lots of open space where you need to find stuff. You end up moving among many smaller scenes that simulate different places (story setting) in a seemingly lager environment with an overland map to keep things in perspective - like the Baldur’s Gate approach.
The scenes used art assets from the Nature Pack on the asset store and the free Unity Terrain Package and some models from Dexsoft.
There are 4 ground textures and I used the modified terrain shaders to do bump mapping. It also uses dual lightmaps with the ruins and terrain baked. It has some post processing effects including SSAO and DOF.
Everything was done with the terrain engine tools, such as sculpting and placing trees, bushes, grass, mushrooms etc. - all of which was time consuming. The rocks and ruins are hand placed models.
For my gen2 prototype I want to start off with procedurally generated maps for everything which should give a more organic look. I also want to invest in tools to automate placement of objects that are instances of prefabs such as stumps and logs. I just need to invest the time to learn the tools and workflow.
There are some more screenshots on my blog under media.
Most terrain tool extensions for Unity seem to have the slope/elevation rules - so I’ve decided to start working on some other types… starting with flow-map-controlled splatmap generation…
I’m really liking some of the work others have done on their terrains too.
EDIT: Legend411 - Did you use any procedural generation for the 1st and 3rd terrains? They all (including the 2nd) look great - and I’m guessing tri-planar shader on the rock textures?